Read Beyond the Nightmare Gate Online

Authors: Ian Page,Joe Dever

Tags: #Fiction, #Fantasy, #Grey Star the Wizard, #Magnamund

Beyond the Nightmare Gate (16 page)

Beyond the Nightmare Gate
by Joe Dever and Ian Page
215

The webbed claw rakes the side of the Ethetron, but your swift reflexes save you from certain death. As the monstrous limb sinks back into the mist, Tanith points to a crack that has appeared in the glass dome that contains the power which drives the craft. The Ethetron starts to lose height, sinking slowly into the swirling mystery below.

Suddenly, there is a hideous roar and seven eyeless heads on long, slender necks wave before you like monstrous flowers in a breeze. Twenty feet tall, with teeth like razors, they sway this way and that, blindly seeking you out. A giant head sways barely a few feet away and a yawning mouth bears down on you.

Illustration XVI
—Seven eyeless heads on long, slender necks wave before you.

If you wish to attack the creature with your Staff,
turn to 194
.

If you wish to manoeuvre between the long-necked monsters,
turn to 171
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
216

You pass through the Gate, past a shimmering waterfall, and into the foothills of a mountain range towards a lush, green valley. You land the Ethetron and you and Tanith disembark.

Everywhere is a growing, verdant splendour. The air is fresh and invigorating and you suddenly realize that you have not eaten since you crossed the Shadow Gate. You mention this to Tanith and she nods in agreement, pointing to the berries of a nearby bush. Perhaps more familiar natural laws apply in this realm. You eat your fill of the delicious berries; restore 2
ENDURANCE
points due to their great nutritional value.

Illustration XVII
—Everywhere is a growing, verdant splendour.

If you have the Magical Power of Alchemy,
turn to 177
.

If you do not have this Magical Power,
turn to 293
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
217

You fasten one end of the Rope around your waist and hand the other end to Tanith. When she has secured her end of the Rope, you hand her your Wizard's Staff and Backpack, since you will need as little encumbrance as possible while you attempt the difficult climb ahead. ‘When I reach a ledge,’ you say to Tanith, ‘I'll try to haul you up.’

She nods, a look of concern etched into her pretty face. ‘Be careful, Grey Star.’

Taking a deep breath you begin the ascent.

Select a number from the
Random Number Table
. If you possess the Silver Charm of Jnana the Wise, add 1 to this total. If you possess the magic Talisman of the Shianti, add a further 1 to this total.

If your total is 0–5,
turn to 292
.

If your total is 6–11,
turn to 246
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
218

The Jahksa snatches the Moonstone, and with a triumphant yell, turns to face you, brandishing his staff menacingly. ‘Prepare to die, Wizardling,’ says the Jahksa, viciously. You raise your Staff, ready to fight for possession of the Moonstone. Suddenly, Tanith stays your hand, begging you not to fight.

‘Something terrible will happen if you fight this creature,’ she says, imploringly. ‘Grey Star, I sense it!’

If you refuse to fight with the Jahksa as Tanith suggests,
turn to 350
.

If you wish to fight the Jahksa,
turn to 286
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
219

If you can force Tanith's mind to overcome the spell that binds it, you will help her to dispel the illusion. You light the Mind Gem with the power of your will and focus its red glow on Tanith. You repeat to Tanith, over and again, that she is under a spell and urge her to resist. You have used 1
WILLPOWER
point when suddenly Tanith cries out.

If your current
WILLPOWER
score is greater than 10,
turn to 163
.

If your current
WILLPOWER
score is 10 or less,
turn to 179
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
220

When you are sure that none of them are looking in your direction you burst from your hiding place, your Staff blazing with magical fire. Several are slain before the remaining Elessin realize what is happening. They make no attempt to fight back and, after a short combat (that costs you 3
WILLPOWER
points), only one Elessi remains standing. You raise your Staff to strike him as he places a slim, silver pipe to his lips and blows. Suddenly your head is filled with a screaming pain as the shrill whistle of the pipe drills into your brain.

Add together your current
WILLPOWER
and
ENDURANCE
scores.

If the total is 20 or less,
turn to 271
.

If the total is more than 20,
turn to 284
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
221

You find yourself in a dark corridor. You proceed cautiously along the passage, edging past the stone statues that, oddly, are placed at random on the floor.

If you wish to examine one of these statues more closely,
turn to 336
.

If you wish to continue without investigating the statues,
turn to 298
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
222

You dash into the palace. You have only a few moments in which to find the Threnogem and escape. You run along the massive hall, past rows of transparent columns that contain a shifting, coloured liquid, and press on towards a swirling pillar of light at the far end of the hall. Beneath the whirlpool of light you see a grotesque statue of an infant child with an old man's face. In its open mouth rests the Threnogem.

You are rushing towards the statue when suddenly a voice shouts out in your head.
Stop!
it demands.

Instinctively, you spin round and see a tall figure draped in white robes, with long, golden hair. He holds a jewelled crozier in his hand and is commanding you, telepathically, to stop. A crowd of Elessin enters behind him.

If you wish to take the Threnogem from the statue's mouth,
turn to 71
.

If you wish to attack the man with the golden hair,
turn to 334
.

If you wish to do as the man demands,
turn to 316
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
223

You examine the section of wall just below the metal plate but discover nothing. There is no sign of a concealed door, hinge, or seam.

If you wish to try to climb the tower,
turn to 264
.

If you wish to attack the crystal wall with your Staff,
turn to 339
.

If you wish to examine one of the many black holes in the cloud plain,
turn to 285
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
224

You reach out and touch the statue. With a start, you realize that this was once a living creature that has been turned to stone by magical means. The use of this Magical Power has cost you 1
WILLPOWER
point.

Turn to 298
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
225

You plunge into the fountain seconds before the Elessin turn the corner. You hold your breath and hope that the guards will have passed before you have to surface for air.

If your current
ENDURANCE
total is greater than 20,
turn to 195
.

If your current
ENDURANCE
total is 20 or less,
turn to 180
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
226

As you bend down and examine the statue, you give an involuntary shudder. The statue emanates a potent evil; it is the source of a terrible demonic power. Suddenly a voice echoes in your mind:
Stop!

You spin round to see a tall man with golden hair standing at the far end of the hall. He is robed in white and carries a jewelled crozier. Behind him crowd a group of Elessin guards. The man is speaking to you telepathically. The language of the mind is universal and you are able to understand him clearly. He orders you to remain exactly where you are.

If you wish to do as he says,
turn to 316
.

If you wish to take the Threnogem from the statue's mouth,
turn to 71
.

If you wish to attack the tall, golden-haired man at long range with your Wizard's Staff and have more than 5
WILLPOWER
points,
turn to 334
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
227

You reach out and take the Eagle Key. Tanith cries a warning, causing you to spin round. ‘Grey Star!’ she screams, pointing up at a dark speck high in the featureless sky.

The speck grows larger and larger and soon you hear the sound of beating wings. A giant eagle is hurtling towards you, its chilling scream breaking the silence. Its hooked beak and cruel talons are poised to tear your flesh.

If you wish to fire a long-range attack with your Wizard's Staff,
turn to 31
.

If you wish to wait and fight the eagle in close combat,
turn to 87
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
228

You come to a main road that crosses your path into the valley. It leads into a village, which you can see in the distance, hugging a small wood of squat trees. Strangely, there is a lot of smoke rising from the village.

Turn to 201
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
229

You lay your hands upon the door and drift into a state of deep concentration. Immediately you sense that the door gives off a powerful aura, a strange magic that is totally new to you. The enchantment is resistant to your Power of Psychomancy but your instincts tell you that one of the five Keys will unlock the door. Still deep within your trance state you try to choose the Key that will open the door to the Crystal Tower.

If you wish to touch the Eagle Key,
turn to 227
.

If you wish to touch the Wolf Key,
turn to 235
.

If you wish to touch the Serpent Key,
turn to 240
.

If you wish to touch the Spider Key,
turn to 252
.

If you wish to touch the Dragon Key,
turn to 277
.

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